Identity Loss (not the "roll for pick pockets" kind)

Round about that time I worked for a fellow whose wife was of the "All RPGs are the works of Satan" brigade. Fortunately he did not hold that opinion, although I never discussed it with his wife as he WAS very protective of her, and did not like anyone arguing with her.

Guess it helped that they were both devout Christians and my other out-of-work activity was being a lay preacher :)
 

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It's also important to note that the 80's were a decade which had a lot of social changes going on. A much harder look at white collar crime (in part due to extra scrutinization from the War on Drugs). The rise, fall, and resurrection of the arcade and game industry, the Challenger. Chernobyl - technology is dangerous. Free love was replaced by the AIDS pandemic. MTV opened with "Video Killed the Radio Star." The yuppies were born along with a major recession - the economy was unstable. The US's portrait was tarnished after scandals and botched missions. Crime rates were at an all time high. Generation X was both entering and leaving puberty. Cyberpunk was made in the 80's, and it reflects the era. Don't trust the government. Don't trust the CEOs. Don't trust money. Don't trust anyone with power.

The 80's also had a lot of moral panics about children being seduced for this very reason. This was a new decade, one in which a whole lot of things were changing drastically. There's always been the undercurrent of "kids these days" and the panics that flow along with it, but in the 80's, with the rise of crime and the very overwhelming social changes, people were scared.

The moral panics of the 80's are all very tied together. The most important theme: "Someone is hurting your kids, and they're doing it mentally. They're doing it in a way you can't see. Rock and roll is driving your child to suicide. Satanic abuse cults are kidnapping and torturing kids. D&D is making them insane. You know the world is in trouble right now, so of course these are all so easy to believe, but don't worry - we're here. We're professionals."
 

D&D is making them insane.
Very nice comments. I think the above sentence is still believed to be true for D&D from the 70's and 80's, at least in some circles. That goes for computer games too.

For example, I enjoy the pattern finding aspect of games. Like in Pac-Man where discerning the moves of the different ghosts can help you evade them so you can score more points and not die. That behavior is held as a sign of delusion, mental instability or even mental illness by those who oppose it. I don't think it's that big a deal, but the computer game industry has created a lot of addicted fans.
 

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